Lt. Typhon v5: massive guns

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Re: Lt. Typhon v3: massive guns

Postby Skelegant » Mon Jul 22, 2019 1:50 am

Gideon020 wrote:I was wondering, is this compatible with the Guts Sword mod you made Skelegant?

It wouldn't work that well as is, you'd dip out on the plutonium handler and bioshock punch. Here's a modified version I just threw together, it'll randomly appear along with the handler and bioshock upgrades : https://www.mediafire.com/file/9jwj3275 ... r.wad/file
It'll probably demolish the challenge of most maps but it's fun anyway :D
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Re: Lt. Typhon v3: massive guns

Postby Gideon020 » Mon Jul 22, 2019 2:40 am

Ooh, neat! Thank you.
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Re: Lt. Typhon v3: massive guns

Postby Tesculpture » Mon Jul 22, 2019 6:28 pm

Being able to slide/drop kick is awesome...unfortunately the drop kick doesn't seem to work very well in practice. The frame where the kick damage is inflicted seems to occur only at the start of the kick, so if you try to use the forward thrust of the kick to lunge at your target, the damage frame has already been and gone by the time you reach it. On the other hand, if you try drop kicking when you are already within touching distance, you often wind up jumping straight over your target's head, with the kick missing and the target often hitting you as you pass over. The most effective way I've found to use it is more like a "Goomba-stomp" than a drop kick; aiming straight down and kicking the floor - this at least will punt away nearby enemies, which is useful if you need some breathing space.

The other two kicks, the standing and sliding one work perfectly - slide kicking enemies into mush is awesome (though not as awesome as successfully drop kicking would be) and the standing kick is a useful tool.
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Re: Lt. Typhon v3: massive guns

Postby Skelegant » Mon Jul 22, 2019 7:31 pm

Tesculpture wrote:Being able to slide/drop kick is awesome...unfortunately the drop kick doesn't seem to work very well in practice. The frame where the kick damage is inflicted seems to occur only at the start of the kick, so if you try to use the forward thrust of the kick to lunge at your target, the damage frame has already been and gone by the time you reach it. On the other hand, if you try drop kicking when you are already within touching distance, you often wind up jumping straight over your target's head, with the kick missing and the target often hitting you as you pass over. The most effective way I've found to use it is more like a "Goomba-stomp" than a drop kick; aiming straight down and kicking the floor - this at least will punt away nearby enemies, which is useful if you need some breathing space.
The other two kicks, the standing and sliding one work perfectly - slide kicking enemies into mush is awesome (though not as awesome as successfully drop kicking would be) and the standing kick is a useful tool.

I don't have too much trouble using the dropkick but i can totally see how you'd have that issue. Would removing the thrust help, or maybe moving it to the frames just before the kick itself?
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Re: Lt. Typhon v3: massive guns

Postby Tesculpture » Tue Jul 23, 2019 8:22 am

Skelegant wrote:I don't have too much trouble using the dropkick but i can totally see how you'd have that issue. Would removing the thrust help, or maybe moving it to the frames just before the kick itself?

Given you already have the altfire of the fists, the shotgun stock smash, and the sliding kick which are all melee attacks that launch you forward, the first option (removing the thrust) might help distinguish the drop kick from the others. By also increasing the attack's knockback, it could maybe become a sort of "Get the FUCK out of my personal space" tool.
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Re: Lt. Typhon v3: massive guns

Postby Skelegant » Tue Jul 23, 2019 6:47 pm

Tesculpture wrote:Given you already have the altfire of the fists, the shotgun stock smash, and the sliding kick which are all melee attacks that launch you forward, the first option (removing the thrust) might help distinguish the drop kick from the others. By also increasing the attack's knockback, it could maybe become a sort of "Get the FUCK out of my personal space" tool.

I did as you suggested (i also fixed a 1 tic difference between the regular kick and its flash state) the knockback is pretty big as it is tho :D
Grab it from the main dl link and see if it feels better to use now :)
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Re: Lt. Typhon v3: massive guns

Postby Tesculpture » Tue Jul 23, 2019 7:40 pm

Massive improvement! It's lot easier to use toe to toe, and can be fairly lethal in confined spaces due to targets taking extra damage if they are knocked into a wall.

"Hey you, I think there's something stuck to the soles of my boots - could you check for me?" *SMASH*
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Re: Lt. Typhon v3: massive guns

Postby MaxRideWizardLord » Thu Jul 25, 2019 1:18 pm

Is it me or 100% of your mods are about overpowered women?

I still hope the Speed Demon project gets more updates and overpowered attacks, though.
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Re: Lt. Typhon v3: massive guns

Postby BradmanX » Thu Jul 25, 2019 4:06 pm

MaxRideWizardLord wrote:Is it me or 100% of your mods are about overpowered women?

I still hope the Speed Demon project gets more updates and overpowered attacks, though.

I wouldn't really say that considering Guts Ripper, DoomStar, Dio, and Kira's Bizarre Adventure are also made by them XP.

Also, love the new update, the kicking and the rock throwing are pretty fun additions, as is being able to bring the adorable cacodemon baby with you :D
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Re: Lt. Typhon v3: massive guns

Postby MaxRideWizardLord » Thu Jul 25, 2019 5:49 pm

BradmanX wrote:
MaxRideWizardLord wrote:Is it me or 100% of your mods are about overpowered women?

I still hope the Speed Demon project gets more updates and overpowered attacks, though.

I wouldn't really say that considering Guts Ripper, DoomStar, Dio, and Kira's Bizarre Adventure are also made by them XP.

Also, love the new update, the kicking and the rock throwing are pretty fun additions, as is being able to bring the adorable cacodemon baby with you :D


Oh, I didn't knew these were made by the same person\people\team. I just knew about 3-4 total mods with overpowered females and they were all published by the same author. I guess the Skelegant, whatever mystery lies behind that name, is creating mods that are all about overpowered women AND anime characters. :P
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Re: Lt. Typhon v3: massive guns

Postby Skelegant » Fri Jul 26, 2019 12:54 am

I just like making fun doom mods :D I also made Doom Mower, Kopflos and Baradoom, although Kopflos isn't that fun, it was mostly just me practicing mapping and modding together.
Big tough girls are a reoccuring theme tho cuz that's what i am lol (i try to be tough at least, i'm no Typhon unfortunately) and I just really enjoy making strong characters with fun personalities, like good ol' Heavy from TF2 :) he's pretty much the gold standard for fun character design.
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Re: Lt. Typhon v3: massive guns

Postby BradmanX » Fri Jul 26, 2019 3:16 pm

Skelegant wrote:I just like making fun doom mods :D I also made Doom Mower, Kopflos and Baradoom, although Kopflos isn't that fun, it was mostly just me practicing mapping and modding together.
Big tough girls are a reoccuring theme tho cuz that's what i am lol (i try to be tough at least, i'm no Typhon unfortunately) and I just really enjoy making strong characters with fun personalities, like good ol' Heavy from TF2 :) he's pretty much the gold standard for fun character design.

You definetely do make some fun Doom mods, that's for sure :D.

As far as the tough women protagonists in some of your mods, it's honestly a nice sight, especially since they have some personality to them as well as being badass, Typhon especially.
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Re: Lt. Typhon v3: massive guns

Postby Captain J » Fri Jul 26, 2019 11:09 pm

Gender Diversity is very nice for adding new taste and variety into it. Of course, i'm not talking about politically correct things. I'm so glad you could come up with fantastic ideas, Skelegant!
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Re: Lt. Typhon v3: massive guns

Postby Skelegant » Sat Jul 27, 2019 1:30 am

Diversity in general is a good idea, otherwise you end up with a whole lot of the same thing and no matter how fun and hunky big buff marine boys are, it can get boring only playing as them. Having a few different character types (female, animal, robot etc) not only means more character and more fun designs, but it also means the hunky dudes won't get boring :) I'm pretty sure Duke Nukem would have kept his throne if they had more varied story elements and characters and stuff, he was the king of hunky vidja dudes lol
I'm hoping Ion Fury will rekindle interest in the Dukeverse, Duke was one of the many sources of inspiration for Typhon :D

Back on topic, I'm considering adding some kind of shop system where you can spend points on weapon upgrades, not entirely sure how to implement the store itself but i'm open to suggestions :)
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Re: Lt. Typhon v3: massive guns

Postby MrRumbleRoses » Sat Jul 27, 2019 3:10 am

so what's done in V3?
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